- I think Eternal Revolution would do better with that kind of "distance-variation" setting, I'm not sure what it's actually called if it does have a proper name, where the button you press for the super determines how far and high she leaps forward, with light kick being a shorter distance and lower arc, and the obvious preceding.
- In addition to that, there should probably be a set lie-down time for the opponent after landing it. From my experience, it's not too bad just landing it by itself, but if you land it after a combo, the opponent can get up much quicker and hit you before you're able to properly land and defend yourself. [Admittedly, just how quickly does seem to vary from character to character, so it might just be one of them MUGEN things.]
- This could very well be operator error, but Triple Threat seems a bit unreliable. There have been a few occasions where I feel like I landed the second sequence in time after the first kick, but the opponent blocks right before. Much like the other ER feedback, it does depend on the character and again could be operator error, but it doesn't hurt to bring it up just in case, right?
- Actual bug report: When KOing an enemy with Infinity Bullet, any connecting hitspark will turn into 18 herself.
Amy Rose [16 and 17 as Knuckles and Sonic]
Rouge the Bat 1 [16 and 17 as and Shadow and E-123 Omega]
Rouge the Bat 2 [Same deal but it's Sonic Heroes Rouge]
Namek Saga Bulma [16 and 17 as Gohan in the Battle Suit and Krillin in the Kame Jacket]
Zangya [16 and 17 as Bojack and Kogu]
Blue Mary 1 [16 and 17 as Maxima and Ramon
Blue Mary 2 [Same deal, but it's Real Bout Blue Mary]
Raven [16 and 17 as Cyborg and Beast Boy]
Starfire [16 is still Cyborg, but 17 is Robin now]